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Large displays enhance spatial knowledge of a virtual environment

Published: 28 July 2006 Publication History

Abstract

Previous research has found performance for several egocentric tasks to be superior on physically large displays relative to smaller ones, even when visual angle is held constant. This finding is believed to be due to the more immersive nature of large displays. In our experiment, we examined if using a large display to learn a virtual environment (VE) would improve egocentric knowledge of the target locations. Participants learned the location of five targets by freely exploring a desktop large-scale VE of a city on either a small (25" diagonally) or large (72" diagonally) screen. Viewing distance was adjusted so that both displays subtended the same viewing angle. Knowledge of the environment was then assessed using a head-mounted display in virtual reality, by asking participants to stand at each target and paint at the other unseen targets. Angular pointing error was significantly lower when the environment was learned on a 72" display. Our results suggest that large displays are superior for learning a virtual environment and the advantages of learning an environment on a large display may transfer to navigation in the real world.

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Cited By

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  • (2022)Effect of View Sharing on Spatial Knowledge Acquisition in Remote CollaborationProceedings of the 2022 ACM Symposium on Spatial User Interaction10.1145/3565970.3567699(1-9)Online publication date: 1-Dec-2022
  • (2021)The Effects of Smartphone Spectatorship on Attention, Arousal, Engagement, and Comprehensioni-Perception10.1177/204166952199314012:1Online publication date: 20-Feb-2021
  • (2021)Enabling Collaborative Interaction with 360° Panoramas between Large-scale Displays and Immersive Headsets2021 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct54149.2021.00045(183-188)Online publication date: Oct-2021
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cover image ACM Conferences
APGV '06: Proceedings of the 3rd symposium on Applied perception in graphics and visualization
July 2006
181 pages
ISBN:1595934294
DOI:10.1145/1140491
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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New York, NY, United States

Publication History

Published: 28 July 2006

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Author Tags

  1. display size
  2. immersion
  3. navigation
  4. presence
  5. virtual reality

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Overall Acceptance Rate 19 of 33 submissions, 58%

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Cited By

View all
  • (2022)Effect of View Sharing on Spatial Knowledge Acquisition in Remote CollaborationProceedings of the 2022 ACM Symposium on Spatial User Interaction10.1145/3565970.3567699(1-9)Online publication date: 1-Dec-2022
  • (2021)The Effects of Smartphone Spectatorship on Attention, Arousal, Engagement, and Comprehensioni-Perception10.1177/204166952199314012:1Online publication date: 20-Feb-2021
  • (2021)Enabling Collaborative Interaction with 360° Panoramas between Large-scale Displays and Immersive Headsets2021 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct54149.2021.00045(183-188)Online publication date: Oct-2021
  • (2021)Jammify: Interactive Multi-sensory System for Digital Art JammingHuman-Computer-Interaction – INTERACT 202110.1007/978-3-030-85607-6_2(23-41)Online publication date: 27-Aug-2021
  • (2019)The Immersive Virtual Environment of the digital fulldomeInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2012.04.00170:8(561-575)Online publication date: 1-Jan-2019
  • (2018)Scoping Review of Virtual Environments for Assessing Episodic MemoryProceedings of the Human Factors and Ergonomics Society Annual Meeting10.1177/154193121862133862:1(1494-1498)Online publication date: 27-Sep-2018
  • (2018)Evaluating the effects of collaboration and competition in navigation tasks and spatial knowledge acquisition within virtual reality environmentsFuture Generation Computer Systems10.1016/j.future.2018.02.029Online publication date: Mar-2018
  • (2017)Merits of Scientific Visualization Using Virtual Reality Technologyバーチャルリアリティ技術を用いた科学的可視化のメリットJournal of the Visualization Society of Japan10.3154/jvs.37.146_237:146(2-7)Online publication date: 2017
  • (2017)Quality of Alternate Reality Experience and Its QoE Influencing FactorsProceedings of the 2nd International Workshop on Multimedia Alternate Realities10.1145/3132361.3132365(3-8)Online publication date: 27-Oct-2017
  • (2017)Spatial Learning and Wayfinding in an Immersive Environment: The Digital FulldomeCyberpsychology, Behavior, and Social Networking10.1089/cyber.2016.039920:5(327-333)Online publication date: May-2017
  • Show More Cited By

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